#ifndef Z64OBJECT_H #define Z64OBJECT_H #include "ultra64.h" #include "z64dma.h" typedef struct { /* 0x00 */ s16 id; /* 0x04 */ void* segment; /* 0x08 */ DmaRequest dmaRequest; /* 0x28 */ OSMesgQueue loadQueue; /* 0x40 */ OSMesg loadMsg; } ObjectEntry; // size = 0x44 typedef struct { /* 0x0000 */ void* spaceStart; /* 0x0004 */ void* spaceEnd; // original name: "endSegment" /* 0x0008 */ u8 numEntries; // total amount of used entries /* 0x0009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room) /* 0x000A */ u8 mainKeepSlot; // "gameplay_keep" slot /* 0x000B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot /* 0x000C */ ObjectEntry slots[19]; } ObjectContext; // size = 0x518 #define DEFINE_OBJECT(_0, enum) enum, #define DEFINE_OBJECT_EMPTY(_0, enum) enum, #define DEFINE_OBJECT_UNSET(enum) enum, typedef enum { #include "tables/object_table.h" /* 0x0192 */ OBJECT_ID_MAX } ObjectId; #undef DEFINE_OBJECT #undef DEFINE_OBJECT_EMPTY #undef DEFINE_OBJECT_UNSET #endif